195 lines
4.7 KiB
JavaScript
195 lines
4.7 KiB
JavaScript
import * as lib from "./lib/lib.js"
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const playerSprite = await lib.texture.loadImage("assets/player.png", 64, 64);
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playerSprite.adjustColor(1, 0.5, 0);
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const bulletSprite = await lib.texture.loadImage("assets/bullet1.png", 24, 24);
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bulletSprite.rotate(Math.PI);
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const enemySprite = await lib.texture.loadImage("assets/enemy1.png", 48, 48);
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enemySprite.adjustColor(0.2, 0.2, 1);
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const explosionSprites = [
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await lib.texture.loadImage(`assets/explosion1.png`, 64, 64),
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await lib.texture.loadImage(`assets/explosion2.png`, 64, 64),
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await lib.texture.loadImage(`assets/explosion3.png`, 64, 64),
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await lib.texture.loadImage(`assets/explosion4.png`, 64, 64),
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];
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for (const texture of explosionSprites) {
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texture.adjustColor(1, 0.75, 0);
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}
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const playerSpeed = 300;
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let playerX = 0;
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const bulletSpeed = 400;
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const bulletCoolDown = 0.5;
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let bullets = [];
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// the first shot should not have cooldown
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let bulletCooldownTimer = bulletCoolDown;
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let enemies = [];
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const explosionDuration = 0.5;
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let explosions = [];
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function loop() {
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bulletCooldownTimer += lib.frameDeltaT;
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updatePlayerMovement();
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updateBulletMovement();
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handleBulletCollisions();
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updateExplosions();
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if (enemies.length === 0) {
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spawnEnemies();
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}
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const cx = lib.canvas;
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cx.clear("black");
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cx.putTexture(playerSprite, playerX, 300);
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for (const bullet of bullets) {
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cx.putTexture(bulletSprite, bullet.x, bullet.y);
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}
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for (const enemy of enemies) {
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cx.putTexture(enemySprite, enemy.x, enemy.y);
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}
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for (const explosion of explosions) {
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// goes from 0.0 to 1.0
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const animationFraction = explosion.time / explosionDuration;
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// goes from 0.0 to 4.0
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const spriteIdxFraction = animationFraction * explosionSprites.length;
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// is either of 0, 1, 2 or 3
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const spriteIdx = Math.floor(spriteIdxFraction);
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const texture = explosionSprites[spriteIdx];
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cx.putTexture(texture, explosion.x - 32, explosion.y - 32);
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}
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}
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function spawnEnemies() {
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const rows = 2;
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const columns = 5;
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for (let y = 0; y < rows; ++y) {
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for (let x = 0; x < columns; ++x) {
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enemies.push({
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x: x * 100 + 10,
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y: y * 80 + 10,
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});
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}
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}
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}
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function updatePlayerMovement() {
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const goLeft = lib.isPressed("ArrowLeft");
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const goRight = lib.isPressed("ArrowRight");
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if (goLeft && !goRight) {
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// player should go left
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playerX -= playerSpeed * lib.frameDeltaT;
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if (playerX < 0) {
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playerX = 0;
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}
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} else if (goRight && !goLeft) {
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// player should go right
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playerX += playerSpeed * lib.frameDeltaT;
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if (playerX >= lib.canvas.width - playerSprite.width) {
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playerX = lib.canvas.width - playerSprite.width;
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}
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}
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}
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function updateBulletMovement() {
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for (const bullet of bullets) {
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bullet.y -= bulletSpeed * lib.frameDeltaT;
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}
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}
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function handleBulletCollisions() {
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let deadEnemies = [];
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let deadBullets = [];
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for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
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const enemy = enemies[enemyIdx];
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for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
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const bullet = bullets[bulletIdx];
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const isColliding = rectsAreColliding(
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bullet.x, bullet.y, 24, 24,
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enemy.x, enemy.y, 48, 48,
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);
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if (isColliding) {
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deadBullets.push(bulletIdx);
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deadEnemies.push(enemyIdx);
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explosions.push({
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x: enemy.x + 24,
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y: enemy.y + 24,
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time: 0,
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});
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}
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}
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}
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for (const i of deadEnemies.toReversed()) {
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enemies.splice(i, 1)
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}
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for (const i of deadBullets.toReversed()) {
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bullets.splice(i, 1)
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}
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}
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function rectsAreColliding(
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aX, aY, aWidth, aHeight,
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bX, bY, bWidth, bHeight,
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) {
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return aX < bX + bWidth
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&& aX + aWidth >= bX
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&& aY < bY + bHeight
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&& aY + aHeight >= bY;
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}
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function updateExplosions() {
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let deadExplosions = [];
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for (let i = 0; i < explosions.length; ++i) {
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const explosion = explosions[i];
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explosion.time += lib.frameDeltaT;
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if (explosion.time > explosionDuration) {
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deadExplosions.push(i);
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}
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}
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for (const i of deadExplosions.toReversed()) {
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explosions.splice(i, 1)
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}
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}
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lib.onPress(" ", () => {
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if (bulletCooldownTimer >= bulletCoolDown) {
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bulletCooldownTimer = 0;
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bullets.push({ x: playerX + 20, y: 300 });
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}
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});
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lib.startGame(loop);
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